Inept Sorcerers doesn't say anything about the sort of magic your character uses, or where they learned it, or anything really. But what if it did?
I've been working on a system I call "cues". First, I'll introduce the system itself, then talk about why it's written the way it is, and some possible ways to use it.
Update: For various reasons, instead of using my own forum software, I've created a Google+ Community for discussing the game.
A couple of groups have already playtested Inept Sorcerers and the feedback was apparently good! Based on that, I am moving forward to gussy it up a bit - adding art, doing better layout, and so forth.
If you are interested in discussing the game, I've got a new phpBB forum installed here: http://forum.astralfrontier.org/
Register for an account - it'll require you to follow an activation link sent via email - and let me know what you think of the game, what you'd like it to do, or anything else.
Writing the long-delayed, much-changed Vessels game has led me back, again and again, to the model used by Apocalypse World and Dungeon World: "moves".
In short, a move is a piece of mechanics that embeds itself into the ongoing stream of fiction. "When X happens during the storytelling part, rule Y asserts itself." Usually this is a simple roll-to-succeed situation, where success means you get to proceed as though X worked out, failure means X doesn't, and somewhere in the middle is X working out but with contingent condition Z tacked on. "When I throw a grenade, I either blow up the other guy, blow myself up, or blow up the other guy but get shot by his buddies" is an example of this success-fail-complicate triad.